2 void info_player_start (void)
4 self.classname = "info_player_deathmatch";
7 void info_player_deathmatch (void)
15 Finds a point to respawn
18 entity SelectSpawnPoint (void)
20 local entity spot, thing;
23 spot = find (world, classname, "testplayerstart");
30 spot = find(spot, classname, "info_player_deathmatch");
33 if (spot == lastspawn)
36 thing = findradius(spot.origin, 70);
39 if (thing.classname == "player")
51 spot = find (world, classname, "info_player_start");
53 error ("PutClientInServer: no info_player_start on level");
63 Called when a client spawns in the server
66 void PutClientInServer (void)
71 spot = SelectSpawnPoint ();
73 self.classname = "player";
74 self.movetype = MOVETYPE_WALK;
75 self.solid = SOLID_SLIDEBOX;
76 self.flags = FL_CLIENT;
77 self.takedamage = DAMAGE_YES;
80 self.damageforcescale = 2;
89 self.pain_finished = 0;
90 self.strength_finished = 0;
91 self.invincible_finished = 0;
92 self.speed_finished = 0;
93 self.slowmo_finished = 0;
94 // players have no think function
95 self.think = nullfunction;
98 self.deadflag = DEAD_NO;
100 self.view_ofs = PL_VIEW_OFS;
101 self.angles = spot.angles;
105 setmodel (self, self.playermodel);
106 setsize (self, PL_MIN, PL_MAX);
107 setorigin (self, spot.origin + '0 0 1' * (1 - self.mins_z - 24));
108 // don't reset back to last position, even if new position is stuck in solid
109 self.oldorigin = self.origin;
111 // self.items = IT_LASER | IT_UZI| IT_SHOTGUN | IT_GRENADE_LAUNCHER | IT_ELECTRO | IT_CRYLINK | IT_NEX | IT_HAGAR | IT_ROCKET_LAUNCHER;
112 // self.weapon = IT_UZI;
114 if (game & GAME_INSTAGIB)
117 self.switchweapon = WEP_NEX;
118 self.ammo_shells = 0;
120 self.ammo_rockets = 0;
121 self.ammo_cells = 999;
123 else if (game & GAME_ROCKET_ARENA)
125 self.items = IT_ROCKET_LAUNCHER;
126 self.switchweapon = WEP_ROCKET_LAUNCHER;
127 self.ammo_shells = 0;
129 self.ammo_rockets = 999;
134 self.items = IT_LASER | IT_SHOTGUN;
135 self.switchweapon = WEP_SHOTGUN;
136 self.ammo_shells = 25;
138 self.ammo_rockets = 0;
142 if (game & GAME_FULLBRIGHT_PLAYERS)
143 self.effects = EF_FULLBRIGHT;
145 self.event_damage = PlayerDamage;
147 self.statdraintime = time + 5;
148 self.button0 = self.button1 = self.button2 = self.button3 = 0;
154 CL_SpawnWeaponentity();
156 //stuffcmd(self, "chase_active 0");
164 void SetNewParms (void)
174 void SetChangeParms (void)
183 Called when a client types 'kill' in the console
186 void ClientKill (void)
195 Called when a client connects to the server
198 void ClientConnect (void)
201 bprint (self.netname);
202 bprint (" connected\n");
209 Called when a client disconnects from the server
212 void ClientDisconnect (void)
214 ClientDisconnected();
215 bprint (self.netname);
216 bprint (" disconnected\n");
223 When you press the jump key
226 void PlayerJump (void)
228 if (!(self.flags & FL_ONGROUND))
230 if (!(self.flags & FL_JUMPRELEASED))
233 if (self.items & IT_SPEED)
234 self.velocity_z = self.velocity_z + POWERUP_SPEED_JUMPVELOCITY;
236 self.velocity_z = self.velocity_z + JUMP_VELOCITY;
238 self.flags = self.flags - FL_ONGROUND;
239 self.flags = self.flags - FL_JUMPRELEASED;
248 void player_powerups (void)
250 if (self.items & IT_STRENGTH)
252 if (time > self.strength_finished)
254 self.items = self.items - (self.items & IT_STRENGTH);
255 sprint(self, "Strength has worn off\n");
260 if (time < self.strength_finished)
262 self.items = self.items | IT_STRENGTH;
263 sprint(self, "Strength infuses your weapons with devestating power\n");
266 if (self.items & IT_INVINCIBLE)
268 if (time > self.invincible_finished)
270 self.items = self.items - (self.items & IT_INVINCIBLE);
271 sprint(self, "Invincible has worn off\n");
276 if (time < self.invincible_finished)
278 self.items = self.items | IT_INVINCIBLE;
279 sprint(self, "Invincible shielding surrounds you\n");
282 if (self.items & IT_SPEED)
284 if (time > self.speed_finished)
286 self.items = self.items - (self.items & IT_SPEED);
287 sprint(self, "Speed has worn off\n");
292 if (time < self.speed_finished)
294 self.items = self.items | IT_SPEED;
295 sprint(self, "Speed makes you run faster than ever before\n");
298 if (self.items & IT_SLOWMO)
300 if (time > self.slowmo_finished)
302 self.items = self.items - (self.items & IT_SLOWMO);
303 sprint(self, "Slow Motion has worn off\n");
308 if (time < self.slowmo_finished)
310 self.items = self.items | IT_SLOWMO;
311 sprint(self, "Slow Motion slows time around you\n");
315 self.items = self.items - (self.items & (IT_STRENGTH + IT_INVINCIBLE + IT_SLOWMO + IT_SPEED));
316 if (time < self.strength_finished)
317 self.items = self.items | IT_STRENGTH;
318 if (time < self.invincible_finished)
319 self.items = self.items | IT_INVINCIBLE;
320 if (time < self.slowmo_finished)
321 self.items = self.items | IT_SLOWMO;
322 if (time < self.speed_finished)
323 self.items = self.items | IT_SPEED;
327 void player_regen (void)
329 // GAME_REGENERATION does fast health regeneration up to 200. Note that your armour doesn't rot anymore either.
330 if (game & GAME_REGENERATION)
332 self.health = self.health + (200 - self.health) * 0.2 * frametime;
333 self.armorvalue = bound(0, self.armorvalue, 1000);
337 self.health = bound(0, self.health + (100 - self.health) * 0.05 * frametime, 1000);
338 if (self.armorvalue > 100)
339 self.armorvalue = bound(100, self.armorvalue + (100 - self.armorvalue) * 0.05 * frametime, 1000);
347 Called every frame for each client before the physics are run
350 .float attack_finished;
351 void PlayerPreThink (void)
355 if (!self.hasaliases)
358 if (self.deadflag != DEAD_NO)
362 if (self.deadflag == DEAD_DYING)
364 if (time > self.dead_time)
365 self.deadflag = DEAD_DEAD;
367 else if (self.deadflag == DEAD_DEAD)
369 if (!self.button0 && !self.button2 && !self.button3)
370 self.deadflag = DEAD_RESPAWNABLE;
372 else if (self.deadflag == DEAD_RESPAWNABLE)
374 if (self.button0 || self.button2 || self.button3 || self.button4)
384 if (self.viewzoom > 0.4)
385 self.viewzoom = max (0.4, self.viewzoom - frametime * 2);
387 else if (self.viewzoom < 1.0)
388 self.viewzoom = min (1.0, self.viewzoom + frametime);
394 self.flags = self.flags | FL_JUMPRELEASED;
401 self.angles_y=self.v_angle_y + 90; // temp
403 if (TetrisPreFrame()) return;
410 Called every frame for each client after the physics are run
413 void PlayerPostThink (void)
422 // VorteX: landing on floor, landing damage etc.
423 if (self.flags & FL_ONGROUND)
425 if (fabs(self.jump_flag) > 100)
427 if (self.jump_flag < -100 && !self.watertype == CONTENT_WATER) // HitGround
429 soundrandom = random() * 3;
431 sound (self, CHAN_BODY, "misc/hitground1.wav", 1, ATTN_NORM);
433 sound (self, CHAN_BODY, "misc/hitground2.wav", 1, ATTN_NORM);
435 sound (self, CHAN_BODY, "misc/hitground3.wav", 1, ATTN_NORM);
437 sound (self, CHAN_BODY, "misc/hitground4.wav", 1, ATTN_NORM);
438 if (self.jump_flag < -650) // landing damage
441 dm = bound(0, 0.1*(fabs(self.jump_flag) - 600), 20);
442 Damage (self, world, world, dm, DEATH_FALL, '0 0 0', '0 0 0');
450 if (self.jump_flag != -10000) // not in falling death
452 self.jump_flag = self.velocity_z;
453 // check for falling into the void
454 if (self.jump_flag < -700)
456 tracebox(self.origin, self.mins, self.maxs, self.origin + '0 0 -1'*2048, MOVE_NORMAL, self);
457 if (trace_fraction == 1)
458 {// VorteX: add player falling sound here
459 self.jump_flag = -10000;
467 {// prevent all inventory drop
469 Damage (self, world, world, 40000, DEATH_BIGFALL, '0 0 0', '0 0 0');
474 if (TetrisPostFrame()) return;